shader03.c
#version 460
#pragma import_defines(OE_CLIPPLANE_NUM)
// OSG built-in to transform from view to world
uniform mat4 osg_ViewMatrixInverse;
// clipping plane
uniform vec4 oe_ClipPlane_plane;
void oe_ClipPlane_vs(inout vec4 vertex_view)
        {
        #ifndef GL_ES
            gl_ClipDistance[OE_CLIPPLANE_NUM] = dot(osg_ViewMatrixInverse * vertex_view, oe_ClipPlane_plane);
        #endif
        }
